Hi Robert,
Thanks for the quick reply. I'm not sure whether the trade-off would be
beneficial, but what if VPB was modified to generate normal maps as the
terrain database was generated. This would save run-time normal map
computations, but increase the size of the database. And since the
Hi Glenn,
Yes, it definitely sounds like a fairly large implementation task, but a
geomorph (as Shayne put it), seems like the most generic fix to the
popping issue.
Best regards,
John
On 04/24/2012 12:54 PM, Glenn Waldron wrote:
John,
osgEarth's LOD Blending function does this for imagery
Hi,
Thankfully, there's a lot of people on this list using osgTerrain, which
means that hopefully others have pondered about the same issue that we
are currently having when rendering high resolution terrain: the visual
popping of terrain tiles in the terrain.
In the sample videos below, we
John,
osgEarth's LOD Blending function does this for imagery - it references
two LOD textures per tile (level n and level n+1) and blends then in the
shader based on camera distance.
We are (once again) considering implementing something similar for
heightfield data in the next version of
Hi John,
Avoiding popping is a challenge for sure. However even with the
popping it's a rather nice model BTW :-)
Given the lighting changes looked to be the most obvious perhaps
directly addressing this by using a normal map texture as well as a
colour texture would be appropriate. This would
Hi,
The popping is the effect of an abrupt change from one LOD to another. The
typical solution is to geomorph the terrain over several frames with the LOD
change. It smooths out the transition so that LOD changes are subtle.
High end visual IGs have been doing geomorphing a long time with
Just throwing out ideas -- what about using a fade LOD technique? I know it
temporarily incurs a higher draw overhead of drawing a tile at two
different LODs at the same time, but perhaps it would be worthwhile in your
case.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
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